SemiBrokend
This commit is contained in:
@@ -21,12 +21,12 @@ include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-17.zip
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URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.12.zip
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.13.zip
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)
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CPMAddPackage(
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@@ -49,6 +49,8 @@ namespace LearnOpenGL {
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void setMat3(const std::string& name, const Matrix3x3 &mat) const;
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void setMat4(const std::string& name, const Matrix4x4 &mat) const;
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GLint getAttribute(const std::string& name) const;
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GLint getUniform(const std::string& name) const;
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private:
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void checkCompileErrors(GLuint shader, std::string type);
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316
main.cpp
316
main.cpp
@@ -22,38 +22,43 @@ struct Character
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std::map<char, Character> Characters;
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unsigned int VAO, VBO;
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const std::string vertexShader = "#version 330 core\n"
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"layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>\n"
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"out vec2 TexCoords;\n"
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const std::string vertexShader = "attribute vec4 coord;\n"
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"varying vec2 texpos;\n"
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"\n"
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"uniform mat4 projection;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);\n"
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" TexCoords = vertex.zw;\n"
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"} ";
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const std::string fragmentShader = "#version 330 core\n"
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"layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>\n"
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"out vec2 TexCoords;\n"
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"void main(void) {\n"
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" gl_Position = vec4(coord.xy, 0, 1);\n"
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" texpos = coord.zw;\n"
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"}\n"
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"";
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const std::string fragmentShader = "varying vec2 texpos;\n"
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"uniform sampler2D tex;\n"
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"uniform vec4 color;\n"
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"\n"
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"uniform mat4 projection;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);\n"
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" TexCoords = vertex.zw;\n"
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"} ";
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"void main(void) {\n"
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" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texpos).a) * color;\n"
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"}";
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using J3ML::LinearAlgebra::Matrix4x4;
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GLuint program;
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GLint attribute_coord;
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GLint uniform_tex;
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GLint uniform_color;
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struct point {
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GLfloat x;
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GLfloat y;
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GLfloat s;
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GLfloat t;
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};
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class JGLDemoWindow : public ReWindow::RWindow
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{
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public:
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LearnOpenGL::Shader shader;
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FT_Face face;
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FT_Library ft;
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JGLDemoWindow() : ReWindow::RWindow()
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{
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@@ -66,13 +71,7 @@ public:
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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shader = LearnOpenGL::Shader(vertexShader, fragmentShader);
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Matrix4x4 projection = Matrix4x4::D3DOrthoProjLH(0.0f, 1.0f, 1280, 720);
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shader.use();
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glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, projection.ptr());
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//initGL(); // Our own OpenGL initialization
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FT_Library ft;
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if (FT_Init_FreeType(&ft))
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{
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@@ -80,154 +79,146 @@ public:
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return;
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}
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FT_Face face;
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if (FT_New_Face(ft, "content/FreeSans.ttf", 0, &face))
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{
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std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
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return;
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}
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FT_Set_Pixel_Sizes(face, 0, 48);
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shader = LearnOpenGL::Shader(vertexShader, fragmentShader);
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Matrix4x4 projection = Matrix4x4::OpenGLOrthoProjRH(0.0f, 0.0f, getSize().x, getSize().y);
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//shader.use();
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if (FT_Load_Char(face, 'X', FT_LOAD_RENDER))
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{
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std::cout << "Error::FREETYPE: Failed to load Glyph" << std::endl;
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}
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attribute_coord = shader.getAttribute("coord");
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uniform_tex = shader.getUniform("tex");
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uniform_color = shader.getUniform("color");
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//glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, projection.ptr());
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if(attribute_coord == -1 || uniform_tex == -1 || uniform_color == -1)
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return;
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // disable byte-alignment restriction
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for (unsigned char c = 0; c < 128; c++)
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{
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// load character glyph
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if (FT_Load_Char(face, c, FT_LOAD_RENDER))
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{
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std::cout << "ERROR::FREETYPE: Failed to load Glyph!" << std::endl;
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continue;
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}
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// Generate Texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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// set textured options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// now store character for later use
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Character character = {
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texture,
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{(float)face->glyph->bitmap.width, (float)face->glyph->bitmap.rows},
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{(float)face->glyph->bitmap_left, (float)face->glyph->bitmap_top},
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(unsigned int)face->glyph->advance.x
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};
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Characters.insert(std::pair<char, Character>(c, character));
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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// configure VAO/VBO for texture quads
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glGenBuffers(6*4, &VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)* 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glGenBuffers(1, &VBO);
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}
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void display() {
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glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
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glMatrixMode(GL_MODELVIEW); // To operate on the Model-View matrix
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glLoadIdentity(); // Reset the model-view matrix.
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// Define shapes enclosed within a pair of glBegin and glEnd
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glBegin(GL_QUADS); // Each set of 4 vertices form a quad
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glColor3f(1.f, 0.f, 0.f);
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glVertex2f(-0.8f, 0.1f);
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glVertex2f(-0.2f, 0.1f);
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glVertex2f(-0.2f, 0.7f);
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glVertex2f(-0.8f, 0.7f);
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shader.use();
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glColor3f(0.0f, 1.0f, 0.0f); // Green
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glVertex2f(-0.7f, -0.6f);
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glVertex2f(-0.1f, -0.6f);
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glVertex2f(-0.1f, 0.0f);
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glVertex2f(-0.7f, 0.0f);
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float scaleX = 2.f / getSize().x;
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float scaleY = 2.f / getSize().y;
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glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
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glVertex2f(-0.9f, -0.7f);
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glColor3f(1.f, 1.f, 1.f); // White
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glVertex2f(-0.5f, -0.7f);
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glColor3f(.2f, .2f, .2f); // Dark Gray
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glVertex2f(-0.5f, -0.3f);
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glColor3f(1.f, 1.f, 1.f); // White
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glVertex2f(-0.9f, -0.3f);
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glEnd();
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Enable blending, necessary for our alpha texture */
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin(GL_TRIANGLES);
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glColor3f(0.0f, 0.0f, 1.f); // Blue
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glVertex2f(0.1f, -0.6f);
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glVertex2f(0.7f, -0.6f);
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glVertex2f(0.4f, -0.1f);
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FT_Set_Pixel_Sizes(face, 0, 48);
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GLfloat black[4] = { 0, 0, 0, 1 };
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glUniform4fv(uniform_color, 1, black);
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glColor3f(1.f, 0.f, 0.f); // Red
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glVertex2f(0.3f, -0.4f);
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glColor3f(0.0f, 1.0f, 0.f); // Green
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glVertex2f(0.9f, -0.4f);
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glColor3f(0.f, 0.f, 1.f); // Blue
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glVertex2f(0.6f, -0.9f);
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glEnd();
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glBegin(GL_POLYGON); // These verts form a closed polygon
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glColor3f(1.f, 1.f, 0.f); // Yellow
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glVertex2f(0.4f, 0.2f);
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glVertex2f(0.6f, 0.2f);
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glVertex2f(0.7f, 0.4f);
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glVertex2f(0.6f, 0.6f);
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glVertex2f(0.4f, 0.6f);
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glVertex2f(0.3f, 0.4f);
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glEnd();
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JGL::J2D::FillRect2D(JGL::Colors::White, {0, 0}, {128, 128});
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JGL::J2D::OutlineRect2D(JGL::Colors::Red, {0, 0}, {128, 128}, 4);
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JGL::J2D::DrawPixel2D(JGL::Colors::Green, {0, 0});
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JGL::J2D::FillCircle2D(JGL::Colors::Purples::DarkViolet, {0, 0}, 0.75f, 64);
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RenderText("WHATS BOPPIN", 25.f, 25.f, 1.f, JGL::Colors::White);
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//JGL::J2D::DrawPixel2D(JGL::Colors::Green, {0, 0});
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//JGL::J2D::FillCircle2D(JGL::Colors::Purples::DarkViolet, {0, 0}, 0.75f, 64);
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glFlush(); // Render now
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RenderText("WHATS BOPPIN muth ~~~ niger ~~~ aphuqqa____?", 0.f, 0.f, scaleX, JGL::Colors::Black);
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JGL::J2D::FillRect2D(JGL::Colors::Greens::DarkOliveGreen, {0, 0}, {128, 128});
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JGL::J2D::FillRect2D(JGL::Colors::Greens::DarkSeaGreen, {0, 0}, {64, 64});
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JGL::J2D::FillRect2D(JGL::Colors::Greens::DarkGreen, {0, 0}, {32, 32});
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JGL::J2D::FillRect2D(JGL::Colors::Greens::Chartreuse, {0, 0}, {1, 1});
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JGL::J2D::FillRect2D(JGL::Colors::Yellows::Moccasin, {-128, -128}, {128, 128});
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JGL::J2D::FillRect2D(JGL::Colors::Yellows::PeachPuff, {-64, -64}, {64, 64});
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JGL::J2D::FillRect2D(JGL::Colors::Yellows::LemonChiffon, {-32, -32}, {32, 32});
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JGL::J2D::FillRect2D(JGL::Colors::Yellows::Khaki, {-1, -1}, {1, 1});
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//glFlush(); // Render now
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}
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void RenderText(std::string text, float x, float y, float scale, JGL::Color3 color)
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{
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const char* p;
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// TODO: implement shader.pushColor();
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shader.use();
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glUniform3f(glGetUniformLocation(shader.ID, "textColor"), color.r, color.g, color.b);
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glActiveTexture(GL_TEXTURE0);
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glBindBuffer(GL_VERTEX_ARRAY, VAO);
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GLuint tex;
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FT_GlyphSlot g = face->glyph;
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//glUniform3f(glGetUniformLocation(shader.ID, "textColor"), color.r/255.f, color.g/255.f, color.b/255.f);
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glUniform1i(uniform_tex, 0);
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// We require 1-byte alignment when uploading texture data
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Clamping to edges is important to prevent artifacts when scaling
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Linear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glEnableVertexAttribArray(attribute_coord);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(attribute_coord, 4, GL_FLOAT, GL_FALSE, 0, 0);
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// Loop through all characters
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for (p = text.c_str(); *p; p++)
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{
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if (FT_Load_Char(face, *p, FT_LOAD_RENDER))
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continue;
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// Upload the "bitmap" which contains an 8-bit grayscale image, as an alpha texture
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_ALPHA,
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g->bitmap.width,
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g->bitmap.rows,
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0,
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GL_ALPHA,
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GL_UNSIGNED_BYTE,
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g->bitmap.buffer
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);
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// Calculate the vertex and texture coordinates
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float x2 = x + g->bitmap_left * scale;
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float y2 = -y - g->bitmap_top * scale;
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float w = g->bitmap.width * scale;
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float h = g->bitmap.rows * scale;
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point box[4] = {
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{x2, -y2, 0, 0},
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{x2 + w, -y2, 1, 0},
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{x2, -y2 - h, 0, 1},
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{x2 + w, -y2 - h, 1, 1},
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};
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// Draw the character on the screen
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glBufferData(GL_ARRAY_BUFFER, sizeof box, box, GL_DYNAMIC_DRAW);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Advance the cursor to the start of the next character */
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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}
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glDisableVertexAttribArray(attribute_coord);
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glDeleteTextures(1, &tex);
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/*
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// iterate through all characters
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++)
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{
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for (c = text.begin(); c != text.end(); c++) {
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Character ch = Characters[*c];
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float xpos = x + ch.Bearing.x * scale;
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float ypos = y - (ch.Size.y - ch.Bearing.y) * scale;
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@@ -235,15 +226,30 @@ public:
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float w = ch.Size.x * scale;
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float h = ch.Size.y * scale;
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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char valu = *c;
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if (valu != ' ')
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{
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std::cout << valu << ", " << xpos << ", " << ypos << ", " << w << "," << h << std::endl;
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JGL::J2D::FillRect2D({valu, 0, valu}, {xpos, ypos}, {w, h});
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}
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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float fxpos = xpos / getSize().x;
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float fypos = ypos / getSize().y;
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float fw = w / getSize().x;
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float fh = h / getSize().y;
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||||
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float vertices[6][4] = {
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{fxpos, fypos + fh, 0.0f, 0.0f},
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{fxpos, fypos, 0.0f, 1.0f},
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{fxpos + fw, fypos, 1.0f, 1.0f},
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{fxpos, fypos + fh, 0.0f, 0.0f},
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{fxpos + fw, fypos, 1.0f, 1.0f},
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{fxpos + fw, fypos + fh, 1.0f, 0.0f}
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};
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// render glyph texture over quad
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||||
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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||||
// update contents of VBO memory
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||||
@@ -257,6 +263,7 @@ public:
|
||||
}
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||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
*/
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||||
}
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||||
|
||||
void OnRefresh(float elapsed) override
|
||||
@@ -264,9 +271,10 @@ public:
|
||||
display();
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||||
this->glSwapBuffers();
|
||||
}
|
||||
void OnResize()
|
||||
bool OnResizeRequest(const ReWindow::WindowResizeRequestEvent& e) override
|
||||
{
|
||||
//reshape();
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -274,7 +282,7 @@ int main(int argc, char** argv)
|
||||
{
|
||||
JGLDemoWindow* window = new JGLDemoWindow();
|
||||
|
||||
window->init(RenderingAPI::OPENGL, "Window", 800, 600, false);
|
||||
window->init(RenderingAPI::OPENGL, "Window", 1280, 720, false);
|
||||
window->initGL();
|
||||
window->setResizable(true);
|
||||
while (window->isAlive())
|
||||
|
@@ -4,12 +4,14 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include <GL/glut.h>
|
||||
#include "J3ML/LinearAlgebra/Transform2D.h"
|
||||
|
||||
#include <rewindow/types/window.h>
|
||||
namespace JGL
|
||||
{
|
||||
Vector2 ScreenToViewport(const Vector2 &v) {
|
||||
// TODO: Implement (CORRECT!!!) matrix transformation
|
||||
|
||||
Vector2 windowSize = ReWindow::RWindow::CurrentWindow()->getSize();
|
||||
|
||||
//Transform2D transform;
|
||||
|
||||
//transform = transform.Translate(1.f, 1.f); // Center
|
||||
@@ -18,11 +20,11 @@ namespace JGL
|
||||
|
||||
//return transform.Transform(v);
|
||||
|
||||
float x = v.x / 600.f;
|
||||
float y = v.y / 600.f;
|
||||
float x = (v.x) / windowSize.x;
|
||||
float y = (v.y) / windowSize.y;
|
||||
|
||||
return {
|
||||
x - .5f, y - .5f
|
||||
x, y
|
||||
};
|
||||
}
|
||||
|
||||
@@ -32,7 +34,7 @@ namespace JGL
|
||||
auto vp_pos = ScreenToViewport(pos);
|
||||
auto vp_size = ScreenToViewport(size);
|
||||
glBegin(GL_QUADS);
|
||||
glColor3f(color.r, color.g, color.b);
|
||||
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
|
||||
glVertex2f(vp_pos.x, vp_pos.y);
|
||||
glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
|
||||
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
|
||||
|
@@ -129,6 +129,15 @@ namespace LearnOpenGL
|
||||
glUseProgram(ID);
|
||||
}
|
||||
|
||||
GLint Shader::getAttribute(const std::string& name) const
|
||||
{
|
||||
return glGetAttribLocation(ID, name.c_str());
|
||||
}
|
||||
|
||||
GLint Shader::getUniform(const std::string &name) const {
|
||||
return glGetUniformLocation(ID, name.c_str());
|
||||
}
|
||||
|
||||
void Shader::setBool(const std::string &name, bool value) const {
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
|
||||
}
|
||||
|
Reference in New Issue
Block a user